engine(windows-x64): publish 9dcc5d458 — SSCS + hero shadow min-combine + shadow fixes + draw_indirect_count (D3D12); GodotSharp regenerated (Api + Tools); oracle 22/24 (base-instance gap)
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@@ -32,3 +32,15 @@ then fails with "Dependency resolution failed for GodotTools.dll").
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(Mac M1 Max ≈ 0.43 ms at the beach); `env contactshadow length 0|2`, `blur 0` change it live; `off` restores.
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(Mac M1 Max ≈ 0.43 ms at the beach); `env contactshadow length 0|2`, `blur 0` change it live; `off` restores.
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- Sun shadows: no acne stripes, feet keep contact on bright sand (bias 0.014 x MAX(0.35, 1)).
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- Sun shadows: no acne stripes, feet keep contact on bright sand (bias 0.014 x MAX(0.35, 1)).
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3. Publish windows-x64 here (binary + console binary + complete GodotSharp, sha256s, manifest note, CRLF), push.
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3. Publish windows-x64 here (binary + console binary + complete GodotSharp, sha256s, manifest note, CRLF), push.
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## 2026-10-18 Windows side done (Forge/ZCode)
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Windows published `9dcc5d458` (built at `9dcc5d458f` — docs-only commits excluded so both platforms + the pin
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share one hash). Whole `GodotSharp` published (Api + Tools). Headless game boot: clean, 0 binding errors.
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- Oracle `draw_indirect_count` d3d12 (RTX 5080): **22 passed, 2 failed** — the 2 base-instance cases, the
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documented D3D12 gap (expected-fail per draw-indirect-count.md; got `[0]`/`[0,1]` where `first_instance` is
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ignored). They RAN rather than SKIPped — the skip gate seems D3D12-absent; same result either way.
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- `--gpu-validation` could NOT run: D3D12 debug layer is not installed on Forge (`_initialize_debug_layers`
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→ ERR_QUERY_FAILED → context fell back to Vulkan, which then reports SUPPORTS_DRAW_INDIRECT_COUNT false —
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the capability bit only exists on Metal/D3D12 in this fork). Install Graphics Tools for the validation pass.
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- In-world checks (herocombine / contactshadow / SSCS profile / sun acne at bias 0.014): still owed here.
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@@ -32,9 +32,9 @@ into GodotSharp, so GodotSharp had to be regenerated — and must ship here alon
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| Platform | Engine | Terrain3D | GodotSharp shipped? |
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| Platform | Engine | Terrain3D | GodotSharp shipped? |
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|---|---|---|---|
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| `engine/macos-arm64/` | **4.7.2** (`9dcc5d45`) — screen-space contact shadows (directional), hero shadow min-combine, cascade caster-culling + shadow-bias fixes from upstream 4.8, `draw_list_draw_indirect_count` (Metal), on top of everything `7fb81364` had | built-in module | ✅ yes (`GodotSharp/`) |
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| `engine/macos-arm64/` | **4.7.2** (`9dcc5d45`) — screen-space contact shadows (directional), hero shadow min-combine, cascade caster-culling + shadow-bias fixes from upstream 4.8, `draw_list_draw_indirect_count` (Metal), on top of everything `7fb81364` had | built-in module | ✅ yes (`GodotSharp/`) |
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| `engine/windows-x64/` | **4.7.2** (`7fb81364b`) — everything `0ec39c95` had (GPU diet + R0 P5) plus crash-handler fixes (first-wins crash claim, freeze-report note/context, pause handling); `template_release` here is still the `1e7be28b` tree | built-in module | ✅ yes (`GodotSharp/`) |
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| `engine/windows-x64/` | **4.7.2** (`9dcc5d45`) — same hash as macos-arm64: screen-space contact shadows (directional), hero shadow min-combine, cascade caster-culling + shadow-bias fixes from upstream 4.8, `draw_list_draw_indirect_count` (D3D12), on top of everything `7fb81364` had; `template_release` here is still the `1e7be28b` tree | built-in module | ✅ yes (`GodotSharp/`) |
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Mac is engine `9dcc5d45` as of 2026-10-18 (`--version` prints `4.7.2.stable.mono.custom_build.9dcc5d458`): screen-space contact shadows for directional lights (default off; game dial `env contactshadow`), hero shadow min-combine, upstream 4.8 shadow fixes #121775 (cascade caster culling) and #124348 (blur < 1 no longer shrinks the bias; the game sun bias is 0.014 with it), and `draw_list_draw_indirect_count` with Metal emulation. GodotSharp regenerated (API + Tools). **Windows is still `7fb81364b`** and the game pin is `4.7.2@9dcc5d458`, so Windows engines are refused until Forge rebuilds from engine main (`.agents/handoffs/forge-windows-sscs-9dcc5d45.md`).
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Mac is engine `9dcc5d45` as of 2026-10-18 (`--version` prints `4.7.2.stable.mono.custom_build.9dcc5d458`): screen-space contact shadows for directional lights (default off; game dial `env contactshadow`), hero shadow min-combine, upstream 4.8 shadow fixes #121775 (cascade caster culling) and #124348 (blur < 1 no longer shrinks the bias; the game sun bias is 0.014 with it), and `draw_list_draw_indirect_count` with Metal emulation. GodotSharp regenerated (API + Tools). Windows is also engine `9dcc5d45` as of 2026-10-18 — Forge rebuilt at `9dcc5d458f` so both platforms and the `4.7.2@9dcc5d458` pin share one hash. Oracle `draw_indirect_count` on D3D12 (RTX 5080): 22 passed, 2 failed — the base-instance pair, the documented D3D12 gap (`.agents/handoffs/forge-windows-sscs-9dcc5d45.md`); `--gpu-validation` needs the D3D12 debug layer, which Forge lacks (Graphics Tools not installed). In-world checks (`herocombine`, `contactshadow`, SSCS in `--gpu-profile`, sun acne at bias 0.014) still owed on Windows.
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Long-term: CI (Gitea Actions) builds on push and publishes here / to S3 —
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Long-term: CI (Gitea Actions) builds on push and publishes here / to S3 —
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`docs/ai/plans/build-pipeline-architecture-2026-06-07.md`.
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`docs/ai/plans/build-pipeline-architecture-2026-06-07.md`.
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@@ -19,17 +19,17 @@
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"binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.exe",
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"binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.exe",
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"console_binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.console.exe",
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"console_binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.console.exe",
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"godotsharp": "engine/windows-x64/GodotSharp",
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"godotsharp": "engine/windows-x64/GodotSharp",
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"version": "4.7.2.stable.mono.custom_build.7fb81364b",
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"version": "4.7.2.stable.mono.custom_build.9dcc5d458",
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"engine_repo": "tinqs/engine",
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"engine_repo": "tinqs/engine",
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"engine_commit": "7fb81364b5",
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"engine_commit": "9dcc5d458f",
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"sha256": "7f3ae09a89378f9e41ee91c6c080a394c3d1567821729537d980e963a60bc274",
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"sha256": "46bfbfd6bcb18e9a5925b9a6ce10aca9254859927e14fde40657e87d29eb916d",
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"sha256_console": "5629280c49dfa529c413e77a2de3dcb7051f7f34b21e5cc65570c22e25b57186",
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"sha256_console": "83be146902fa35784084a247eee1afbc30eac0c603cd0e7b24c4bd42d1b3b5ad",
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"target": "editor",
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"target": "editor",
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"built_on": "2026-10-17",
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"built_on": "2026-10-18",
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"built_by": "Ozan/Forge via ZCode (forge-windows-gpu-diet-r0-p5 handoff; second rebuild same day for crash-handler fixes a040761bd1 + 7fb81364b5)",
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"built_by": "Ozan/Forge via ZCode (forge-windows-sscs-9dcc5d45 handoff)",
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"toolchain": "MSVC 14.3 (VS2022 Build Tools), Windows SDK 10.0.26100, SCons 4.10.1, .NET SDK 10.0.103",
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"toolchain": "MSVC 14.3 (VS2022 Build Tools), Windows SDK 10.0.26100, SCons 4.10.1, .NET SDK 10.0.103",
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"scons_flags": "platform=windows target=editor module_mono_enabled=yes -j32",
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"scons_flags": "platform=windows target=editor module_mono_enabled=yes -j32",
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"note": "Windows carries 7fb81364b — engine main (0ec39c95 GPU diet + R0 P5, plus a040761bd1 consistent note/context in freeze reports / pauses never count as stall time / hermetic watchdog test, and 7fb81364b5 one first-wins atomic claims a Windows crash). GodotSharp regenerated from this exact binary (no ClassDB API change — same bindings as the 0ec39c95 pair). Editor target only — template_release in this folder is still the 1e7be28b tree (rebuild it before the next Windows game export). D3D12 Agility DLLs (D3D12Core.dll, d3d12SDKLayers.dll) are NOT shipped — the game runs Vulkan, same decision as the 2026-10-05 publish. Game pin: version-only 4.7.2 until macos-arm64 carries 7fb81364b (Kraken rebuilding 2026-10-17), then 4.7.2@7fb81364b. Crash-report verification checklist (8 steps, engine .agents/wiki/crash-freeze-and-error-reporting.md) still owed on Windows."
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"note": "Windows carries 9dcc5d458 — SAME hash as macos-arm64 (built at 9dcc5d458f, the docs-only commits 91b11b70/a77eb1781 excluded so both platforms and the 4.7.2@9dcc5d458 pin share one hash): screen-space contact shadows for directional lights (SSCS, default off, env contactshadow dial), hero shadow min-combine (instance_light_directional_set_hero_shadow_spot), tight cascade caster culling on the real cascade frustum (#121775), shadow bias no longer shrunk by blur < 1 (#124348; game sun ShadowBias 0.014 applies with this pin), RenderingDevice.draw_list_draw_indirect_count (D3D12 native path). GodotSharp regenerated from this binary — Api AND Tools (InstanceLightDirectionalSetHeroShadowSpot + DrawListDrawIndirectCount present). Checks: headless game boot clean (0 binding errors); oracle draw_indirect_count on D3D12 (RTX 5080): 22 passed, 2 failed — the 2 base-instance cases are the documented D3D12 gap (shaders do not see base instance there yet; expected-fail per draw-indirect-count.md). WITH --gpu-validation the D3D12 run could not start (debug layer not installed on Forge — Graphics Tools owed); validation-layer cleanliness still to verify. In-world checks (herocombine, contactshadow, SSCS in --gpu-profile, sun acne with bias 0.014) still owed on Windows. Editor target only — template_release in this folder is still the 1e7be28b tree. D3D12 Agility DLLs (D3D12Core.dll, d3d12SDKLayers.dll) are NOT shipped — the game runs Vulkan, same decision as 2026-10-05. Crash-report checklist (8 steps) also still owed on Windows."
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}
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}
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}
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}
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}
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}
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